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http://www.matrixgames.com/forums/tm.asp?m=3185062
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) f' O; ]$ P) ^4 N+ ~已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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# o. D) w( i- K- D6 _/ b7 k$ SChange History:% }4 g5 W, f# _, \! S1 z' [
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)% F8 o' t: |" x: v% B7 {
1. Seventh Update – This release is a comprehensive release updating all previous
: p$ R( @6 d5 bversions to v1.01.17 beta# J5 ^" s# n7 V
2. Code Changes) G; p% U0 Z v: ^
Fixed
, O. e0 X# L( k3 _/ u! F$ R" q* n. q1. Display of AF/Port icon between player saves based on player's intel4 e- k; ]5 u2 m' r, g
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 l+ y7 T+ O' {: N
weapon list updated
7 Z( Z$ v, x0 O, N3. Reported cargo/troop safety values incorrect when no cargo/troop space) N9 k5 ~7 l3 o# s D6 r
4. Allow smaller 'reserve' space for small groups on ships
' X8 ?2 Z7 A M2 [/ R- y# d5. Preserve some more data when swapping fragment and parent to prevent lost of parent2 `: q p: H, z: O8 s+ V2 ^% g+ c' E
6. Correct attacking plane count before final post-air combat
& ^( F4 ~! ]* | e$ p2 g* U7. Pilot promotion may have occured in error sometimes6 j: B: O t4 h7 h; a7 w
8. Raid detect message sometimes dropped of the combat report% }4 Q8 E; ?. F0 U
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 L0 n; k$ A9 U J- i% b
generally
! X3 A1 p3 a! `/ p) Z1 Z10. Some pilot-leader connections were being corrupted
0 S+ A/ U5 l- H11. Movement bug with following units due to incorrect move indicator. Seems to fix a few# u/ c$ ~4 w/ q
other move issues due to the incorrect indicator5 k+ |& ^$ [. R, o
12. Wrong ship sometimes reported in Ops report for TF movement which causes some+ V$ ]$ f4 F6 C. J5 u0 @5 a, t
damage
. o8 i! |9 W! T13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool* e F' |7 `5 Z* E' A
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the& r' ^8 C+ \' }: U
date sort# t7 }) q1 y5 H$ \/ F
15. ASW groups not allowed to attack sometimes
/ ?, p7 }$ t5 g: q% ~16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing: l# G1 z3 C1 y; ]4 n
HQ/LCU to jump to reinforcement queue; g% U' ~1 L( ^! A9 i% J$ e0 x
17. Bug in bomber intercept if too many rounds of fighter v fighter combat4 [' a( M0 t# @* ^; Z8 Z3 x3 P
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed `9 f+ F% V3 }2 o2 m; d
at start of AE but crept back in sometime during updates
- P9 Z1 B- U2 [! ~) E19. Removed the fragment/parent swap during a TF unload as it could often orphan the
, z+ e8 p% L& L/ P7 I. v" K wfragment.$ b/ ], ^+ O: {" T$ o1 c' o
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
+ ^( y2 _5 ^ F21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
) q( C3 @8 y4 k! m+ O6 Cshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
. @1 n6 s5 z0 j( p# C/ F2 q; iset
6 y: E; K6 h _8 Z3 _& K4 [$ r22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base' Q6 D5 t7 W( g( i
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- }- F* O+ ^! O- C
24. Bug caused F/FB to sometimes bomb at low altitude/ ~8 K+ A# k" u7 `. T
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not( x& m3 b* y/ `, L; v! V$ V
occurring properly./ [8 }: D2 j2 s2 @# M, L: g
26. Bug in Industry 'failed' indication not showing properly sometimes4 ?4 y; d, j. N( Y3 g
27. Location check at scenario load to include small map sceanrios( p8 j" J3 O. i& Z6 C6 W
28. Bug in air supply to fragments in a non-friendly base hex
4 F4 P1 o) L* ?+ d+ a2 ~29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, W8 J7 {& U' m Sbeing set to homebase before execution of the mission – ie was returning to base
* ~9 d6 Q9 u; Qimmediately. k/ ]/ k' H1 z% M& ~
30. Error in Strategic map display) H* y' S+ i& |0 O& E+ G B0 g F
31. Additional and stockpile options were not turned off when base was captured
$ E0 G0 b) w. N& ]( G2 D( I* Q32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on! m! m3 C7 U8 ` z1 ~
mouse over; g3 Y+ C1 c0 G! P8 e( w
33. Army experience being gained when not 100% prepared as per manual; changed to allow) \' x6 ^( W5 u" G
chance to gain experience if >75% prepare and < 50% national exp level
- {( u" d+ @ W, D34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
0 C# j/ T$ Z, O2 X8 j7 g1 {alleviate the incorrect experience gaining happening while in reinforcement queue
8 y ?- n* H# }# B: J35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 H8 s$ z9 E1 X, P$ F" tcaused unit to jump “off-rail” and move overland5 |" x+ l4 y' N4 E* A, s/ ]
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
2 P0 `9 u+ j; `% \/ a6 p37. Excessive accident messages on unload from TF reported
4 J2 c; j/ u" N38. Reworked editor sub-unit merging as some devices could drop off the unit list when
. E' T3 O8 J. ]) ~& C F& fmerged causing smaller size unit than expected; D/ P: m/ l5 F2 H0 x! d
39. Corrected possible TOE error in scenario data load for inactive units( C8 D( v# E7 G" P) V
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
( o0 ~( h) c2 ^# M2 Ghowever be allowed to do this.
5 H% j" p o6 _- p41. Possible CTD if sinking ship's load was a group
& Q' I2 o, B) V p7 Z) g1 G: g* q42. Limit the number of devices built from resources per unit during LCU replacements; this5 @# u; r& }% T4 ]! y
was causing an over production for that turn
8 y! Y% X" {' [& c43. Retain day/night setting when creating group fragments0 E( H# J' x) a& U% t% ?
44. Adjusted supply and fuel values in base list not to overrun the space
0 _, j& z9 @3 Q0 S9 F ]) w% o6 S9 y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' c; T$ H; ~3 P! O8 y: Q7 R9 |
added YMS to Sweep TF in line with manual and code
6 P/ X' _. H; L8 Z; ^1 {46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the) c* M( ~: _" F- ?. z3 V
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
, f N1 C# t! b" X f- w9 w, Z6 _rebuilding of destroyed units is not affected by this.: _) V. H6 b: y8 ]) @4 {" O
47. Carrier capable and trained text not showing together on Group screen
& Y1 _2 s* u& a# K/ b48. Handle any blank re-name changes by ignoring them) h; @7 j6 Z( C
49. Possible CTD when air fragments combine; F, Y8 S; j6 q
50. Unloading TF can freeze a LCU onto a ship under some conditions
9 T! i0 L( m9 B3 J. x51. AI not behaving if main HQs missing (affects small map mainly)
; \/ a8 T' X4 ^, k A# q52. AI using AGC for normal land units – removed from TF if not needed
, Y& a2 z n2 V% {' u2 v, e. w' q! I53. Soviet activation message not in Ops report) t' @# m$ \9 _* I
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 t, ?9 w7 W8 e8 G, w: K+ p0 K* q! a% l55. Clear Soviet air balance if not activated. Possible incorrect base switching4 m* s7 c3 _- B$ q# F
56. Sub attack against docked TF not happening for port size <32 W5 n" y6 @! u4 P+ k
57. Unit type changing unexpectantly: Z8 V6 s( R0 a9 A- i
58. Torpedo replacement on plane sometimes is missed8 R: O2 \5 A8 v* s
59. Double handling of overstacked supply requirements
* u: E( H, q1 z2 ]! U60. Fixed alternate weapons for port attacks; a* t& v7 x& y( X, ~
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
* ]0 p9 H9 s1 Wsometimer in the ship repair cycle./ k" f e- b" a+ S3 A; O2 J
62. Ship tonnage over 32K could cause repairs to fail% J: T" v4 g7 p) {4 a& B" A
New
( m' z ~# {) S. O0 V1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! W. k* x7 H! p v6 @4 H
port
: q. k' N: f9 U+ `5 ^. \2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
. Z+ B2 a1 X# w Y# nTenders not counted- ?+ w+ F2 z/ A# @2 k. k
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 ^; ^8 x8 b% ~
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
, g4 E1 L4 l& N" hto remove damaged ships from TF7 R, D! Q0 ^1 F# L- M
5. New filter for “non-building” devices in Industry pool screen
) \+ u4 X1 t1 X( m6. New filter for “non-building” aircraft in Air Replacement pool screen
8 r8 U7 j7 v# \6 U \8 P' g6 U7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy" @9 b% W/ s! I
mines (^) detected4 C4 W# E( Z# U9 f. E2 f
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
' G2 E1 @# ^8 }‘button6..’ image files, then these will be shown. If not, by default there are shown as& d, a5 O5 j3 e
standard parachute unit icons( Y: p# H/ g3 t
9. Air/port damage and building is shown in base mouse over O0 w: b& f, W0 K
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
7 O" P* i2 j) S0 |2 O# `11. TF can be routed to stay within coastal hexes as much as possible
8 l6 f b& j7 h5 P7 l12. On Top Pilot screen show the 'ace' cut-off value if more than 18 G8 }! N3 v% D- {
13. Added option on group and LCU reinforcement screen to turn off replacements
7 q2 ~4 J; W8 z3 A1 w0 x* d14. Current base can get supply returned to it when reserve planes returned which were4 h7 g- Z+ v9 V
originally supplied from another base: A/ a$ w" h2 a; c
15. Unit type filter on Troop Loading screen7 G/ v, k+ p8 F6 M0 J+ r) E: W \6 E9 q
16. Report killed ground units if not in combat report0 j. a" o+ Q( o6 B
Changed4 D, A& c3 c, E7 G
1. AF of 8+ have AV support doubled for purposes of determing support for air operations# b! ]" [. M2 ~ Q
(complements fix 18 above)
' |! u* Z0 v+ v. z( Y2. Permanently increased pilot array to 70K! T8 ]! A% c ?- o6 j
3. Increased number of air combat rounds are a factor of total aircraft involved
: Q; |7 m0 _7 x+ {4 x4. Allowed submap to submap movement if land connected for land units. Should have been
' H/ M: b% W2 j5 v& z2 d0 Hso as per Andrew Brown0 N9 y, ?! [2 R) O
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
* _* L4 u2 y( z' ^/ @- x7 u/ Udelay toggle instead7 g. ]+ c5 F/ m, M; I8 p% m6 `( G
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
! x7 I3 w9 u- `. c+ F8 cmaintenace a bit more( L5 G: D3 @0 o. a
7. Support device replacements won't decrease the overall experience of LCU units. This does! Z3 S3 S$ v( v' B' g4 n2 A
not alter the overall EXP change due when any replacements are received.( y8 c% C) M0 _- o z- ?& S3 n
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
) J: ^' a1 K( o4 A+ @between the two but could break current games.
. W* f! o: p3 V% f' C9. Some LCU Prep points may be retained if unit is experienced
% E4 ]9 V0 \5 K. m6 sNotes
2 _. }9 g, X& h; q( A1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
2 y; c' p' ^# X" |% Z& Pshould not change player or HQ, even if not in play. These original HQs are used by the AI4 B) @8 ]0 b6 R1 d- `. k1 A3 U8 W
routines so changing or deleting them can put the AI off. Changing other elements should9 x) T) |/ G; B& _* {/ Q8 @
be okay.* u2 P2 _" n# g3 S5 w1 F3 N0 T
2. Clarification to weapon filters for aircraft:2 z1 X. _5 A$ a: v" n
PM_NAVAL_ATTACK 2 // used for naval attacks
8 Z" q |: e* `( U: BPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)' p1 u1 @( [: [9 l4 a* E0 e
PM_LAND_ATTACK 8 // used for land (ground) attack
3 t* v3 E3 o4 m: f9 U" b2 LPM_PORT_ATTACK 16 // used for port attack: D2 G! y) U0 y- c. B1 N
PM_AF_ATTACK 32 // used for AF attack/ T- {$ s" d5 U, I% K
Dropped any reference to secondary values for land and AF as they served no special use.7 l1 b' F* `- n8 ~: O$ h5 P/ X
Clarification changes6 ]7 W1 Q' D0 [- `
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
- R* a0 s A- @6 Z% I1 f. d3 Fbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),: k! ]5 a! f8 a* d/ C
MONGOLIA(91) or TANNU_TUVA(92).
; _# I6 E" b" j# ?* U9 T9 m3 Na. Allied non-Soviet groups can't transfer to Soviet Motherland bases
3 H6 z# t/ v; B; yb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( J6 S9 y! I% J3 s, n1 @, K* S7 S2 Gc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases' y& g5 m4 E+ ?6 ?& L
after Soviets are activated, but can’t move8 E. ~. s7 p: e# u; H
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
! Y; h) k& F" C+ p( V1 L0 z6 Edisbanded in port.
0 e/ p5 {: i, Ne. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
+ G1 V0 x6 x) Ef. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |